XP 1,600
CE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +9
Aura fear aura (40 ft., DC 16)
DEFENSE
AC 15, touch 11, flat-footed 13 (+1 Dex, +4 natural)
hp 38 (4d8+20); fast healing 5
Fort +5, Ref +2, Will +6
Defensive Abilities channel resistance +2; Immune undead traits
Weaknesses curative transformation
OFFENSE
Speed 30 ft.
Melee 2 slams +10 (1d6+4 plus create spawn plus disease) or touch +9 (create spawn)
Ranged worm throw +4 touch (create spawn)
STATISTICS
Str 22, Dex 13, Con —, Int 6, Wis 15, Cha 19
Base Atk +3; CMB +9; CMD 20
Feats Toughness, Weapon Focus (slam)
Skills Perception +9, Stealth +8
Languages Common
SPECIAL ABILITIES
Disease (Su)
Kyuss' Gift: Slam—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d6
Con and 1d4 Wis damage, target gets only half the benefits of natural and magical
healing; cure 2 consecutive saves. The save DC is Charisma-based.
Fear Aura (Su)
All creatures within a 40-foot radius that see a spawn of Kyuss must make a DC 16 Will
save or become panicked for 4 rounds. If cornered, a panicked creature begins
cowering. If the Will save succeeds, the creature is shaken for one round. Any creature
that makes a successful saving throw against the effect cannot be affected again by the
fear aura of that spawn of Kyuss for 24 hours.
Create Spawn (Su)
Once per round as a free action, a spawn of Kyuss can transfer a worm from its own
body to that of an opponent. It can do this whenever it hits with a slam attack, but it can
also make the transfer by means of a successful melee touch attack or a ranged touch
attack, hurling a worm at a foe from a distance of up to 10 feet.
Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal
damage or by the touch of silver. On the spawn’s next action, the worm burrows into its
host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this
burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of
damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain.

While the worm is inside a victim, a remove curse or remove disease effect destroys it,
and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A
successful Heal check (DC 20) extracts the worm and kills it.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round
until it either is killed (by remove curse or remove disease) or slays its host (death
occurs at 0 Intelligence). A Small, Medium-size, or Large creature slain by a worm rises
as a new spawn of Kyuss 1d6+4 rounds later; a Tiny or smaller creature quickly
putrefies; and a Huge or larger creature becomes a normal zombie of the appropriate
size. Newly created spawn are not under the control of their parent, but they usually
follow whatever spawn of Kyuss created them.
Curative Transformation (Ex)
Any remove curse or remove disease effect, or a more powerful version of either of
these effects, transforms a son of Kyuss into a normal zombie.

Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding
fast any creatures or items that touch it. An adhesive-covered mimic automatically
grapples any creature it hits with its slam attack. Opponents so grappled cannot get free
while the mimic is alive without removing the adhesive first. A weapon that strikes an
adhesive coated mimic is stuck fast unless the wielder succeeds on a DC 20 Reflex save.
A successful DC 20 Strength check is needed to pry off a stuck weapon. Strong alcohol
or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A
mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after
the creature dies. The save DC is Strength-based.
Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such
as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size,
though. A mimic's body is hard and has a rough texture, no matter what appearance it
might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an
object in this manner. Disguise is always a class skill for a mimic.

Speak with Reptiles (Sp)
A young or older black dragon gains the constant spell-like ability to speak with
reptiles. This functions as speak with animals, but only with reptilian animals.
Swamp Stride (Ex)
Ilthane can move through bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex)
Ilthane can breathe underwater indefinitely and can freely use its breath weapon, spells,
and other abilities while submerged.

XP 3,200
NE Large outsider (air, elemental, evil)
Init +7; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 24, touch 16, flat-footed 17 (+7 Dex, +8 natural, –1 size)
hp 84 (8d10+40)
Fort +11, Ref +13, Will +4
DR 5/—
OFFENSE
Speed 30 ft., fly 50 ft. (perfect)
Melee bite +14 (1d6+4), 2 claws +14 (1d6+4), 2 wings +12 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks smoke claws
STATISTICS
Str 18, Dex 25, Con 21, Int 10, Wis 15, Cha 14
Base Atk +8; CMB +13; CMD 30 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Multiattack, Weapon Finesse
Skills Acrobatics +18, Fly +24, Perception +13, Stealth +18; Racial Modifiers +4
Stealth
Languages Auran
SQ smoke form
SPECIAL ABILITIES
Smoke Claws (Ex)
A belker using its smoke form ability can enter a target’s square as a standard action that
does not provoke attacks of opportunity. The target must make a DC 19 Fortitude save
or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks
the target from within, dealing 3d4 points of damage per round as a swift action. If the
target moves, the belker may automatically move with the target (this movement does
not count toward the belker’s movement and does not provoke attacks of opportunity
against the belker). Each round, the target can attempt another DC 19 Fortitude to cough
out the belker’s smoke, which ends the smoke claws attack and forces the belker into an
adjacent square. Creatures that do not need to breathe are immune to this attack. The
save DC is Constitution-based.
Smoke Form (Su)
A belker can switch from its normal form to one of pure smoke or back again a swift
action. It can spend up to 20 rounds per day in smoke form. In smoke form, the belker
acts as if under the effects of a gaseous form spell, except that it retains its natural fly
speed of 50 feet (perfect).

Acid (Ex) A black pudding secretes a digestive acid that dissolves organic material and
metal quickly, but does not affect stone. Each time a creature suffers damage from a
black pudding's acid, its clothing and armor take the same amount of damage from the
acid. A DC 26 Reflex save prevents damage to clothing and armor. A metal or wooden
weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder
succeeds on a DC 26 Reflex save. If a black pudding remains in contact with a wooden
or metal object for 1 full round, it inflicts 26 points of acid damage (no save) to the
object. The save DCs are Constitution-based.
Corrosion (Ex) An opponent that is being constricted by a black pudding suffers a -4
penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead,
the creature splits into two identical puddings, each with half of the original's current hit
points (round down). A pudding with 10 hit points or less cannot be further split and
dies if reduced to 0 hit points.
Suction (Ex) The black pudding can create powerful suction against any surface as it
climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish
or release suction as a swift action, and as long as it is using suction, it moves at half
speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance
bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to
physically move it from its location.

ENTROPIC REAPER (LIBRIS MORTIS)
Corporeal Instability (Su)
Injury—contact (curse); save Fort DC 22; effect amorphous body and 1 Wisdom
drain per round (see below); cure 3 consecutive saves. The save DC is Cha-based.
A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless
the victim manages to control the effect (see below), its shape constantly melts, flows,
writhes, and boils. An affected creature is unable to hold or use any item. Clothing,
armor, helmets, and rings become useless. Large items worn or carried—armor,
backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score
by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim
gains the amorphous quality, but cannot cast spells or use magic items, and it attacks
blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss
chance, regardless of the attack roll).
A victim can temporarily regain its own shape by taking a standard action to attempt a
DC 15 Will save (this check DC does not vary for a entropic reaper with different Hit
Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute.
Spells that change the victim’s shape (such as alter self, beast shape, elemental body,
and polymorph) do not remove the curse, but hold the creature in a stable form (which
might not be its own form, depending on the spell) and prevent additional Wisdom drain
for the duration of the spell; shapechange and stoneskin have a similar effect. The
victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn
in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases
and the amorphous body effect is permanent until removed via magic (no further
number of saving throws can cure the condition at this time).
Master of the Scythe (Su)
The entropic reaper is a master of the scythe, and gains the ability to wield a weapon
one size larger than normal. It also treats the scythe as if it were a mighty cleaving
weapon, which allows it to make one additional cleave attempt in a round.
Spell-Like Abilities: 1/day—plane shift. Caster level equals the entropic reaper’s HD.
The save DCs are Charisma-based.

Obscuring Cloud (Ex)
A black jinni is continually surrounded by a cloud of obscuring dust and scouring wind.
This cloud gives it a +8 racial bonus to its Stealth check while within a sandstorm or
other area of blowing dust. In addition, a black jinni has concealment while the cloud is
in effect. Any strong (or stronger) wind can suppress the obscuring cloud as long as the
wind persists.
Shocking Touch (Su)
Any creature hit by a black jinni’s claw attack takes an additional 1d10 points of
electricity damage—on a critical hit, this additional electricity damage increases to 2d10
points of damage and the creature must make a DC 24 Fortitude save or the electricity
lingers on his body, inflicting an additional 1d10 points of electricity damage each
round on the start of the victim’s turn for 1d6 additional rounds. Immersion in any
liquid ends this ongoing damage, as does contact with a metal object of at least Medium
or larger size that is in contact with the ground. The save DC is Constitution-based.
Stormwalk (Ex)
A black jinni is able to move about in any storm of natural or unnatural origin of
hurricane velocity (75–174 mph wind speed) or less without suffering any of its effects.
Vulnerability to Recitation (Ex)
As cursed genies of evil and chaos, black jinn are strangely susceptible to certain
recitations of holy tracts belonging to good or lawful deities or philosophies. These
include the spells dictum and holy word, but also forceful recitations of nonmagical holy
sermonizing. If a cleric or paladin of a lawful or good deity makes a successful opposed
Knowledge (religion) check against a black jinni as a standard action, the black jinni
must make a DC 20 Fortitude save or be instantly destroyed, leaving behind only a
small spot of charred ash. If this save is successful, the black jinni instead takes 5d6
points of damage.

XP 9,600
CE Large undead
Init +7; Senses darkvision 60 ft.; Perception +21
Aura maddening chitter (DC 21, 120 ft.)
DEFENSE
AC 27, touch 12, flat-footed 24 (-1 size, +3 Dex, +15 natural)
hp 117 (18d8+36)
Fort +10, Ref +11, Will +13
DR 10/silver; Immune undead traits
OFFENSE
Speed 60 ft.
Melee bite +23 (4d6+11/15-20 plus 2d6 negative energy), 2 claws +23 (1d6+11)
Special Attacks necrotic bite
STATISTICS
Str 32, Dex 16, Con —, Int 2, Wis 10, Cha 14
Base Atk +13; CMB +25; CMD 38 (42 against trip)
Feats Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural
Attack (bite), Iron Will, Lightning Reflexes, Power Attack (-4/+8), Improved Great
Fortitude, Vital Strike
Skills Perception +21
Languages SQ augmented critical, obey the wormtouched, worm healing
SPECIAL ABILITIES
Maddening Chitter (Su)
The clicking chatter of the eviscerator beetle's mandibles is hypnotic, and living
creatures enthralled by the sound do nothing but clutch at their skulls, trying in vain to
rid their minds of the terrible sound. At the beginning of the beetle's action, all living
creatures within 120 feet that can hear the beetle's chittering must make a DC 21 Will
save or be unable to take any actions that round. For every additional beetle within
range of the target creature, the DC to resist the maddening chitter is increased by 2.
This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Obey the Wormtouched (Su)
Although they are nearly mindless, eviscerator beetles unerringly follow simple
commands given by other undead servants of Kyuss.
Worm Healing (Su)
Eviscerator beetles are healed by the horrid power caught in the writhing worms of
Kyuss. As a full-round action that provokes attacks of opportunity, a hound of Kyuss
can consume an adjacent wormswarm. This heals the hound of Kyuss of all damage and
removes any conditions removed by the heal spell. The wormswarm is completely
destroyed, but makes no move to defend itself from this consumption.

Augmented Critical (Ex)
An eviscerator beetle's bite attack threatens a critical hit on an 18-20; since most
eviscerator beetles also have Improved Critical (bite), their threat range with a bite
attack is 15-20.
Necrotic Bite (Ex)
Necrotic energy courses through the eviscerator beetle. This energy infuses the
creature's mandibles with the raw energy of undeath, causing them to inflict an extra
2d6 points of damage from the negative energy with each successful melee attack. This
extra damage is not multiplied on a successful critical hit, and heals undead rather than
harms them.

Worm Healing (Su)
Swords of Kyuss are healed by the horrid power caught in the writhing worms of
Kyuss. As a full-round action that provokes attacks of opportunity, a sword of Kyuss
can consume an adjacent wormswarm. This heals the sword of Kyuss of all damage and
removes any conditions removed by the heal spell. The wormswarm is completely
destroyed, but makes no move to defend itself from this consumption.
Wormblade (Su)
Each sword of Kyuss carries a masterwork greatsword. Their unholy energies infuse this
greatsword, transforming into a +1 greatsword that inflicts an additional 1d6 points of
acid damage on a hit, as long as the sword of Kyuss wields the greatsword. It is said that
each death caused by a wormblade adds to Kyuss' tally of souls, increasing his power
and drawing the dreaded Age of Worms closer to its fulfillment.

Barnos Idarna's gifts: Once per round his shadow can cast one spell-like ability or
invoke visions of the worm (range 60 ft., stunned 1 round, DC 23 Will save negates)
as a free action.

-

Kardic's gifts: Three times a day as a free action (once per round) can resolve one
attack as a touch attack. Three times a day can slip into shadow form as a free
action, granting him a 50% miss chance against a particular attack. Must be used
before damage is determined.

Intelligence Drain (Su)
Anyone that is bitten by one of the Kyuss Knight's "eyes" takes 1d4 points of
Intelligence drain. The Kyuss Knight heals 5 points of damage each time it drains
Intelligence from a creature.
Martial Calling (Su)
A Kyuss knight gains a profane bonus equal to 1/4 of its Hit Dice on all melee weapon
attacks
Unholy Toughness (Ex)
A Kyuss Knight gains a bonus to its hit points equal to its Charisma modifier x its Hit
Dice.
Dark Blessing (Su)
A Kyuss Knight applies his Charisma modifier as a bonus on all saving throws.
Worm Healing (Su)
Kyuss Knights are healed by the horrid power caught in the writhing worms of Kyuss.
As a full-round action that provokes attacks of opportunity, a Kyuss Knight can
consume an adjacent wormswarm. This heals the Kyuss Knight of all damage and
removes any conditions removed by the heal spell. The wormswarm is completely
destroyed, but makes no move to defend itself from this consumption.

Worm infested (Ex)
An overworm is host to hundreds of smaller worms of Kyuss. Any creature that attacks
an overworm with a natural weapon, unarmed strike, or light melee weapon must make
a DC 19 Reflex save or a number of worms latch onto his flesh and begin burrowing
into his body. The save DC is Dexterity-based.
Once infested, the victim takes 1d6 points of damage per round for 1d4+1 rounds. At
the end of that period, the worms reach the host’s brain. While the worms are inside a
victim, a remove curse or remove disease effect destroys them, and a dispel evil or
neutralize poison effect delays their progress for 10d6 minutes. A successful DC 20
Heal check extracts the worms and kills them, although this check takes 1d3 rounds to
perform and the worms may reach the brain before the Heal check succeeds.
Once the worms reach the brain, the victim takes 2d4 points of Intelligence damage per
round until the worms are killed (by remove curse or remove disease) or they slay the
host (death occurs at 0 Intelligence). A Small, Medium, or Large humanoid slain by
these worms rises as a sword of Kyuss 1d6+4 rounds later. A Tiny or smaller creature
quickly putrefies, and a Huge or larger creature (or any non-humanoid creature)
becomes a normal zombie of the appropriate size. Newly created undead are not under
the overworm’s control.

Spells
A worm naga casts spells as a 10th-level sorcerer, and can cast spells from the cleric list
as well as those normally available to a sorcerer. Cleric spells are considered arcane
spells for a spirit naga.
Worm affinity
A worm naga is immune to the corrupting effects of the various Kyuss worms
(including wormswarms).

Spells
A worm naga casts spells as a 10th-level sorcerer, and can cast spells from the cleric list
as well as those normally available to a sorcerer. Cleric spells are considered arcane
spells for a spirit naga. Sruggut has the aberrant sorcerer bloodline.
Worm affinity
A worm naga is immune to the corrupting effects of the various Kyuss worms
(including wormswarms).

Discorporating Dive (Su)
Three times per day, a sword archon can attempt to destroy a living enemy through a
powerful dive attack, literally flying through its opponent. Resolve a flying charge
attack as normal. If the attack misses, the discorporating dive attack is wasted. If the
attack hits, the target must make a DC 22 Fortitude saving throw or be slain instantly.
Those who make the save suffer 4d6+22 points of damage from the attack. The save DC
is Constitution-based.
Aura of Menace (Su)
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a
20-foot radius of an archon must succeed on a Will save to resist its effects. The save
DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty
on attacks, AC, and saves for 24 hours or until they successfully hit the archon that
generated the aura. A creature that has resisted or broken the effect cannot be affected
again by the same archon's aura for 24 hours.

Languages Celestial, Draconic, Infernal; truespeech
SQ corrupted
Gear +4 unholy greatsword, masterwork breastplate
SPECIAL ABILITIES
Gaze (Su)
In humanoid form, a ghaele's gaze attack slays good creatures of 5 HD or less (range 60
feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Nongood
creatures, and good creatures with more than 5 HD, must succeed on a DC 18 Will save
or be shaken for 2d10 rounds. A creature that saves against a ghaele's gaze is immune to
that particular ghaele's gaze for 24 hours. This is a mind-affecting fear effect. The save
DCs are Charisma-based.
Corrupted (Su)
Kelvos has been corrupted by evil. He retains the good subtype (and do not gain the evil
subtype), but many of his abilities have changed focus, as indicated in this stat block.
He has lost his alternate form completely. In exchange, Kyuss has granted Kelvos
access to the Death and Evil domains but only to cast spells.
Spells
Kelvos casts divine spells as a 14th-level cleric.

SPECIAL ABILITIES
Fear Aura (Su)
Creatures of less than 5 HD in a 60-foot radius that look at Mak'ar must succeed on a
DC 26 Will save or become frightened. Creatures with 5 HD or more must succeed at a
DC 26 Will save or be shaken for 12 rounds. A creature that successfully saves cannot
be affected again by Mak'ar's fear aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su)
Any living creature Mak'ar hits with his touch attack must succeed on a DC 26 Fortitude
save or be permanently paralyzed. Remove paralysis or any spell that can remove a
curse can free the victim (see the bestow curse spell description, DC 26). The effect
cannot be dispelled. Anyone paralyzed by Mak'ar seems dead, though a DC 20
Perception check or a DC 15 Heal check reveals that the victim is still alive.
Shielded Mind (Ex)
Attempts made by other creatures to communicate telepathically with a spell weaver or
to read its mind always fail unless the spell weaver allows the communication to
function. A creature making such an attempt must succeed at a DC 22 Will save or be
confused for 1d6 days. This effect can be dispelled (caster level 17) or removed with
heal or greater restoration. The save DC is Wisdom-based.
Spell Weaving (Ex)
Mak’ar can cast more than one spell at a time. Casting a spell occupies a number of the
spell weaver’s arms equal to the spell’s level. A spell weaver can cast more than one
spell simultaneously, as long as the sum of the spell levels is six or less. It could, for
example, cast one 6th-level spell, one 4th-level spell and one 2nd-level spell, or
one 3rd-level and three 1st-level spells. A single 0-level spell occupies one arm. If
Mak’ar casts a spell of 6th-level or higher, he may cast only one spell that round.
Hands that wield objects do not impede this ability.
ALTERNATE SPELL LIST
Spells Known (CL 17th; concentration +26, defensively +30, +19 ranged touch)
8th (5/day)— maze, horrid wilting (17d6, DC 27)
7th (7/day)— limited wish, delayed blast fireball (17d6, DC 27), prismatic spray (DC
27)
6th (7/day)— chain lightning (17d6, DC 26), greater dispel magic, repulsion (170 ft,
DC 26)
5th (8/day)— contact other plane, cone of cold (DC 25), hold monster (DC 24), wall of
force
4th (8/day)—charm monster (DC 23), confusion (DC 23), enervation, fire shield
(1d6+15 cold)
3rd (8/day)—displacement, fly, slow (DC 22), vampiric touch (8d6)
2nd (8/day)—command undead (DC 21), false life, eagle's splendor, mirror image
(1d4+5), scorching ray (3 rays)
1st (9/day)—expeditious retreat, mage armor*, magic missile, protection from good,
ray of enfeeblement

Master of the Well (Su)
While inside the Well of Triptych Knowledge, the Overgod can use its greater teleport
spell-like ability as a move action. In addition, whenever the Overgod must make a
saving throw while inside the Well, it can roll twice and take the better result.

Corrupting Aura (Su)
All water within 10 feet of an acidwraith is quickly converted into acid. In a large body
of water, this merely surrounds the acidwraith with diluted acid that inflicts 1d6 points
of acid damage per round to anything within the area. Creatures with the water subtype
who are within 10 feet of an acidwraith take 6d6 acid damage per round as their bodies
are eaten away. Magic water (and non-water liquid such as blood and potions) is not
affected by an acidwraith’s corrupting aura.
Powerful Bite (Ex)
An acidwraith applies 1-1/2 its Charisma modifier to bite damage.
Liquid Dependency (Ex)
An acidwraith must remain in contact with a body of liquid at least as large as its space.
Each round it is not in contact with liquid, it suffers 2d6 points of damage. An
acidwraith loses its fast healing when not in contact with a body of liquid.

Mortal Hunter (Ex)
The blessed angels only have mortals as their favored enemy. They cannot select a
different favored enemy when advancing as rangers, but the mortals' bonus increases by
+2 at 5th level and every five levels thereafter. “Mortals” are any creature that aren’t
outsiders, undead, constructs or fey.
Detect Mortals (Su)
This ability duplicates the effect of detect undead cast by a 15th-level caster, except that
mortals are detected.
Smite Mortals (Su)
Once per day, the mortal hunter may smite a mortal creature. As a swift action, the
mortal hunter chooses one target within sight to smite. If this target is a mortal, the
mortal hunter adds its Charisma bonus (+5) to attack rolls and gains a damage bonus
equal to its HD (+13) against that foe. This effect persists until the target is dead or the
mortal hunter rests.

Electrical Jolt (Su)
Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal
1d10 points of damage to the attacker.
Planar Acclimation (Ex)
A sard is always considered to be on its home plane, regardless of what plane it finds
itself upon. It never gains the extraplanar subtype.
Thorns (Ex)
A sard’s thorns have a range of 180 feet with no range increment.

points of fire damage with each of its melee attacks and its quill defense ability. The
fury lasts for 5 rounds, after which the bandersnatch cannot enter a fury again for
another 5 rounds.
Gaze (Su)
Confused, range 30 feet, Fortitude DC 29 negates. A frumious bandersnatch can direct
its gaze attack against a single foe as a swift action. This is a mind-affecting compulsion
effect. The save DC is Constitution-based.
Lash Out (Ex)
As a swift action, a frumious bandersnatch can make a single attack with a bite, claw, or
tail slap. A frumious bandersnatch cannot lash out on the same round it charges.
Pain (Ex)
Whenever a creature takes damage from a frumious bandersnatch's tail slap attack,
quills, or quill defense, that creature must make a DC 28 Reflex save or a quill lodges in
its flesh, causing the creature to become sickened until the quill is removed. Removing
one quill requires a DC 20 Heal check made as a full-round action. For every 5 by
which the check exceeds the DC, one additional quill can be removed. On a failed
check, a quill is still removed, but the process deals 1d10+6 points of damage to the
victim. The save DC is Dexterity-based.
Planar Acclimation (Ex)
A frumious bandersnatch is always considered to be on its home plane, regardless of
what plane it finds itself upon. It never gains the extraplanar subtype.
Quill Defense (Ex)
Any creature that strikes a frumious bandersnatch with a non-reach melee weapon,
unarmed strike, or natural weapon takes 1d10+6 points of piercing damage from the
frumious bandersnatch's quills and suffers from the bandersnatch's pain attack, plus 2d6
fire damage is the frumious bandersnatch is raging.
Quick Recovery (Su)
A debilitated frumious bandersnatch recovers with frightening speed. If a frumious
bandersnatch starts its turn affected by any or all of the following conditions, these
conditions end at the end of its turn: blinded, confused, dazed, dazzled, exhausted,
fatigued, nauseated, sickened, and stunned. Furthermore, a frumious bandersnatch
affected by ability damage, ability drain, or a mind-affecting effect that allows a save
receives a single additional save against the effect of its choice at the original DC at the
end of its turn in order to shake off the effect.
Quills (Ex)
With a snap of its tail, a frumious bandersnatch can loose a volley of four quills as a
standard action (make an attack roll for each spike). This attack has a range of 300 feet
with no range increment. All targets must be within 30 feet of each other. Launched
quills regrow in a single round, during which the frumious bandersnatch's defensive
abilities are unaffected.

Relentless Tracker (Ex)
A frumious bandersnatch can move at up to double its speed and still track without
penalty. It gains a +10 competence bonus on Survival checks made to track creatures it
has wounded.

and master can sense the other’s condition as if both were under the effect of a status
spell. A thrasfyr can maintain a bond with only one master at a time.
Planar Acclimation (Ex)
A thrasfyr is always considered to be on its home plane, regardless of what plane it finds
itself upon. It never gains the extraplanar subtype.

Gift of the Watcher (Su)
A wild watcher may grant any other creature one (or more) of its banners to be used by
that creature in defense of the natural world. The receiver of the banner must either
hold it in hand or wear it on his back (in the shoulders item slot) to gain its benefits.
Only a wild watcher may wear multiple standards on its back. A watcher cannot be
forced to grant its gift of the watcher through magical means, nor through intimidation,
but if a watcher is caught in a bet or in a broken promise, he may begrudgingly yield up
a banner. A gifted banner remains in the possession of the creature as long as the wild
watcher wills it; he may reclaim the banner at any time as a free action, at which time
the banner returns to the wild watcher across any distance. If the wild watcher is killed,
the creature who gained the gift can keep the banner indefinitely, but if he tries to give it
away or sell it, the banner is destroyed.
Summon Spear (Su)
A watcher may summon a +5 shocking burst spear into its hands as a free action. This
spear is real as long as it remains in contact with the wild watcher; the instant he
releases it, it vanishes. A wild watcher’s spear has the disarm and trip special features,
and grants a +2 bonus when making a trip combat maneuver.
Swarm Aura (Su)
A wild watcher is constantly surrounded by a swarm of flying vermin. Anyone within
10 feet of a wild watcher must make a DC 32 Fortitude save to avoid becoming
nauseated for 1 round. All creatures who begin their turn within 10 feet of a wild
watcher take 3d6 points of damage from being exposed to the biting and stinging
insects. A wild watcher is immune to swarm damage, and can move through swarms
without fear of being harmed or distracted. The save DC is Constitution-based.
Thorny Cloak (Ex)
The cloak of woven thorns, briars, and nettles that surrounds a wild watcher possesses a
life of its own and serves the watcher diligently at all times. Any creature making a
melee attack against the watcher is automatically subjected to a disarm attempt by the
wild watcher. In addition, the thorny cloak snatches arrows and other small projectiles.
and thrown weapons out of the air, launching them back at the attacker. The cloak
makes disarm attempts and ranged attacks using the wild watcher’s CMB and ranged
attack bonuses. It can attempt a disarm or return fire a captured ranged weapon attack
only once per character per round, always attempting to do so on that character’s first
attack.
True Seeing (Su)
The wild watcher is continuously under the effect of true seeing. This effect cannot be
dispelled.

Trackless Step (Ex)
An adult or older green dragon does not leave a trail in natural surroundings and cannot
be tracked. A green dragon can choose to leave a trail, if it so desires.
Water Breathing (Ex)
A green dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
Woodland Stride (Ex)
A very young or older green dragon can move through any sort of foliage at full speed
without taking damage or suffering impairment. Areas of foliage that have been
magically manipulated affect it normally.
Smite Good (Su)
Once per day, Necrozyte may smite a good-aligned creature. As a swift action, she
chooses one target within sight to smite. If this target is good, Necrozyte adds its
Charisma bonus to attack rolls and gains a damage bonus equal to its HD against that
foe. This effect persists until the target is dead or Necrozyte rests.

Desert Thirst (Su)
A blue dragon can cast create water at will (CL 20). Alternatively, it can destroy an
equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to
sand. Liquid-based magic items (such as potions) and items in a creature's possession
must succeed on a Will save (DC 27) or be destroyed.
Electricity Aura (Su)
An old blue dragon is surrounded by an aura of electricity. Creatures within 10 feet take
1d6 points of electricity damage at the beginning of the dragon's turn.
Mirage (Su)
An old blue dragon can make itself appear to be in two places at once as a free action
for 20 rounds per day. This ability functions as project image but the dragon can use its
breath weapon through the mirage.
Sound Imitation (Ex)
A very young or older blue dragon can mimic any voice or sound it has heard by
making a successful Bluff check against a listener's Sense Motive check.

Sound Imitation (Ex)
A very young or older fang dragon can mimic any voice or sound it has heard by
making a successful Bluff check against a listener's Sense Motive check.
Increased Damage (Ex)
Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they
were one size category larger.
Ability Drain (Su)
A fang dragon does not have a breath weapon, but its bite drains 2d6 Constitution if the
victim fails a DC 30 Fortitude save. The save DC is Constitution-based.

XP 19,200
N Gargantuan ooze
Init –5; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 1, touch 1, flat-footed 1 (–5 Dex, –4 size)
hp 420 (24d8+288)
Fort +19, Ref +2, Will +2
Immune electricity, ooze traits
OFFENSE
Speed 15 ft.
Melee slam +22 (2d6+12 plus 1d6 acid plus paralysis)
Space 20 ft.; Reach 15 ft.
Special Attacks engulf, paralysis
STATISTICS
Str 26, Dex 1, Con 34, Int —, Wis 1, Cha 1
Base Atk +18; CMB +30; CMD 35 (can't be tripped)
SQ transparent
SPECIAL ABILITIES
Engulf (Ex)
Although it moves slowly, a gelatinous cube can simply engulf Gargantuan or smaller
creatures in its path as a standard action. It cannot make a slam attack during a round in
which it engulfs. The gelatinous cube merely has to move over the opponents, affecting
as many as it can cover. Opponents can make attacks of opportunity against the cube,
but if they do so they are not entitled to a saving throw. Those who do not attempt
attacks of opportunity can attempt a DC 31 Reflex save to avoid being engulfed—on a
success, they are pushed back or aside (opponent's choice) as the cube moves forward.
Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned
condition, are in danger of suffocating, and are trapped within its body until they are no
longer pinned. The save DC is Strength-based.
Paralysis (Ex)
A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or
engulf attack must succeed on a DC 34 Fortitude save or be paralyzed for 3d6 rounds.
The cube can automatically engulf a paralyzed opponent. The save DC is Constitutionbased.
Transparent (Ex)
Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 30
Perception check is required to notice a motionless gelatinous cube. Any creature that
fails to notice a gelatinous cube and walks into it is automatically engulfed.

Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and
strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the
qualities of its actual composition).
Multiweapon Mastery (Ex)
A marilith never takes penalties to her attack and damage rolls when fighting with
multiple weapons.

Gear ring of major spell storing (contains heal, sending), ring of greater cold
resistance, 5 gold earrings worth 1,000 gp each, 666 ornamental gemstones embedded
into his hide (each is worth 100 gp)
SPECIAL ABILITIES
Fire Aura (Su)
An ancient red dragon is surrounded by an aura of intense heat. All creatures within 10
feet take 2d6 points of fire damage at the beginning of the dragon's turn.
Manipulate Flames (Su)
An ancient red dragon can control any fire spell within 100 feet as a standard action.
This ability allows it to move any fire effect in the area, as if it were the caster. This
ability also allows it to reposition a stationary fire effect, although the new placement
must be one allowed by the spell. Finally, for 1 round following the use of this ability,
the dragon can control any new fire spell cast within its area of control, as if it were the
caster. It can make all decisions allowed to the caster, including canceling the spell if it
so desires.
Melt Stone (Su)
An ancient red dragon can use its breath weapon to melt rock at a range of 100 feet,
affecting a 50-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature
in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the
second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling,
treat this ability as an avalanche that deals fire damage.
Smoke Vision (Ex)
An ancient red dragon can see perfectly in smoky conditions (such as those created by
pyrotechnics).

flesh. A creature with a natural armor bonus of +5 or better is immune to this burrowing
effect. The worm deals 1 point of damage per round for 1d4+1 rounds, during which
time remove curse or remove disease destroys it and a dispel evil or neutralize poison
delays its progress for 10d6 minutes. A successful DC 20 Heal check can extract and kill
it. Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per
round until it either is killed or slays its host (death occurs at 0 Intelligence). A Small,
Medium, or Large creature slain by a worm rises as a spawn of Kyuss (not a favored
spawn) in 1d6+4 rounds; smaller creatures simply putrefy while larger creatures become
zombies.

planes) +xx, Perception +xx, Spellcraft +xx
Languages Abyssal, Common, Draconic, Infernal, Undercommon
SQ necromantic acid, bloodline arcana (+1 DC when applying metamagic feat), arcane
bond, metamagic adept (4/day), new arcana, school power (+2 DC necromancy)
Breath Weapon (Su)
Once per day, 60 ft. cone, Reflex DC 38, 3d6 Constitution drain (or 1d6 Constitution
damage on a successful save). Any undead skeletons inside the ulgurstasta are vomited
up as well, and immediately animate.
Necromantic Acid (Su)
A swallowed victim takes 1d8 points of Constitution drain each round he remains inside
the ulgurstasta. Upon death, a victim transforms into an undead skeleton, but remains
dormant until the ulgurstasta vomits it up. When an ulgurstasta uses its breath weapon,
swallowed victims are not subject to this necromantic acid for 1 day.
Tendrils (Ex)
The millions of pores on an ulgurstasta’s body each contain a coiled, 40-foot-long hairthin tendril. When the creature is angered, these whipping tendrils are extended. This
storm of tendrils grants him immunity to nonmagical projectiles (like arrows) and deals
1d12 points of slashing damage each round to any creature within range. Creatures in
this area take a –2 penalty on attack rolls.
Spawn Skeletons (Su)
As a full-round action, an ulgurstasta can regurgitate dormant undead skeletons. At any
one time, an ulgurstasta has 2d4 skeletons of various sizes in its gut. These undead obey
the ulgurstasta’s mental commands without fail and can function in the round after
regurgitation. For 1d6 rounds after being vomited up, these skeletons are covered with
necromantic acid. They deal 1 point of Constitution drain with each successful attack in
addition to other damage dealt. N’vesh-n’kar currently has one young adult red dragon
skeletal champion in his gut.

Obey the Wormtouched (Su)
Although they are nearly mindless, earthcancer centipedes unerringly follow simple
commands given by other undead servants of Kyuss.
Worm Healing (Su)
Earthcancer centipedes are healed by the horrid power caught in the writhing worms of
Kyuss. As a full-round action that provokes attacks of opportunity, an earthcancer
centipede can consume an adjacent wormswarm. This heals the earthcancer centipede of
all damage and removes any conditions removed by the heal spell. The wormswarm is
completely destroyed, but makes no move to defend itself from this consumption.

Worm Healing (Su)
Mindkiller scorpions are healed by the horrid power caught in the writhing worms of
Kyuss. As a full-round action that provokes attacks of opportunity, a mindkiller scorpion
can consume an adjacent wormswarm. This heals the mindkiller scorpion of all damage
and removes any conditions removed by the heal spell. The wormswarm is completely
destroyed, but makes no move to defend itself from this consumption.

SQ bardic knowledge +10, bardic performance, versatile performance, well-versed,
song of arcane power, permanent spells
Gear rod of flailing (defensive bonuses already included in her statistics), +2 speed
composite longbow (+5 Str) with 50 +1 flaming arrows, +5 glamered mithral chain
shirt, minor ring of acid resistance, efficient quiver, headband of alluring charisma +6,
belt of mighty constitution +6, wand of cure serious wounds (3d8+15, 38 charges), 4
diamonds (worth 25000 gp each) for wish spells, 6 doses of diamond dust for stoneskin
(worth 250 gp each), 3 forked metal rods (foci for plane shift linked to Arborea, Limbo,
and the Abyss), bejeweled earrings worth 5,000 gp
SPECIAL ABILITIES
Bardic Performance
Zulshyn has the bardic performance ability of a 10th-level bard, granting her access to
that ability's countersong, distraction, fascinate, inspire courage +3, inspire competence
+5, suggestion, dirge of doom and inspire greatness aspects. She adds half her Sublime
Chord levels to her bard levels to calculate the bonuses granted and the bardic
performance rounds per day. She can start a bardic performance as a swift action.
Song of Arcane Power (Su)
As a move action, Zulshyn can prepare to cast a spell by giving voice to the song of
arcane power; the next spell she casts (as long as it is cast by the end of her next turn)
gains a +4 bonus to its caster level. This ability costs Zulshyn four rounds of her bardic
performance
Song of Cosmic Fire (Su)
This ability costs Zulshyn four rounds of her bardic performance, and allows her to
create a 20-foot radius spread of fire anywhere within 100 feet (provided she has line of
effect to the target). Creatures in the area take fire damage equal to her Perform check
result, with a DC 32 Will save indicating half damage.
Song of Timelessness (Su)
As a standard action, Zulshyn can use her bardic music to envelop a single creature to
which she has line of effect within 60 feet in a field of timelessness. The subject can
make a DC 32 Will save to resist the effect. If the subject fails this save, he is frozen
in a shimmering aura of timelessness and can take no actions, nor can any force affect
him. Zulshyn can keep a target trapped in this way as long as she continues to sing, up
to 20 minutes. When the effect ends, the subject returns to normal, unaware that any
time has passed. This ability costs Zulshyn four rounds of her bardic performance
Permanent Spells
Zulshyn has made the following spell effects permanent on herself: arcane sight and
greater magic fang (CL 20th).

Once per day, as a free action, Venk can gain fast healing 5 for 2 minutes.
Telepathic Bond (Su)
Venk shares a permanent telepathic bond with Dragotha and Zyrith.
Vulnerability to Sunlight (Ex)
A derro takes 1 point of Con damage after every hour it is exposed to sunlight.
Invocations (Sp)
Similar to spell-like abilities, invocations represent a warlock’s repertoire of attacks,
defenses, and abilities. A warlock can use any invocation she knows at will. They are
considered spell-like abilities; invoking one provokes attacks of opportunity and they
can be disrupted. The save DC for an invocation is 10 + the equivalent spell level of the
invocation + the warlock’s Charisma modifier. Unlike other spell-like abilities,
invocations have a somatic component, and are subject to arcane spell failure chances
from medium or heavy armor.
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Retributive Invisibility: greater invisibility as the spell, can target only yourself. If
it is dispelled, 4d6 sonic damage to all creatures and stun 1 round, 20 ft. radius burst
(Fortitude for half damage and negate stunning effect).
Utterdark Blast: Venk's eldritch blast deals negative energy damage, which heals
undead. Creatures struck must make a Fortitude save or gain two temporary
negative levels (fade after 1 hour).
Repelling Blast: Medium or smaller creature struck must make a Reflex save or be
hurled 1d6×5 feet directly away from you and knocked prone. If the creature strikes
a solid object, it stops and knocked prone, taking 1d6 points of damage per 10 feet
hurled.
Vitriolic Blast: Venk's eldritch blast deals acid damage, it ignores spell resistance.
Creatures struck automatically take 2d6 points of acid damage on following rounds.
This acid damage persists for 1 round per five class levels (3 rounds for Venk)
Fell Flight: Venk can fly at a speed equal to her land speed with good
maneuverability for 24 hours.
Flee the Scene: Venk can dimension door (as the spell) once per round at will,
although the range is only 70 feet. When she uses this ability, she leaves behind a
major image of herself in her place that lasts for 1 round and reacts appropriately to
attacks as if she were concentrating on it.
Voracious Dispelling (Sp) Venk can use dispel magic as the spell, at will. Any
creature with an active spell effect dispelled by this invocation takes 1 point of
damage per level of the spell (no save).
Eldritch Chain: Venk's eldritch blast can jump to one or more secondary targets
within 30 feet of the first target, allowing her to make additional ranged touch
attacks and deal damage to the secondary targets if you hit. She can target one
secondary target per five caster levels (3 for Venk). New targets must be within 30
feet of the previous one. If Venk misses any target, the eldritch chain ends.
Dark One’s Own Luck (Sp) Venk gains a luck bonus equal to her Charisma bonus
to Fortitude, Reflex, or Will saves for 24 hours. She typically applies this bonus to
Fortitude saves.
See the Unseen: Venk can see invisible creatures and objects (as see invisibility)
and also gain darkvision out to 60 feet for a period of 24 hours.
Eldritch Spear (Sp) Increases the range of her eldritch blast to 250 feet.

Once infested, the victim takes 1d6 points of damage per round for 1d4+1 rounds. At
the end of that period, the worms reach the host’s brain. While the worms are inside a
victim, a remove curse or remove disease effect destroys them, and a dispel evil or
neutralize poison effect delays their progress for 10d6 minutes. A successful DC 20
Heal check extracts the worms and kills them, although this check takes 1d3 rounds to
perform and the worms may reach the brain before the Heal check succeeds.
Once the worms reach the brain, the victim takes 2d4 points of Intelligence damage per
round until the worms are killed (by remove curse or remove disease) or they slay the
host (death occurs at 0 Intelligence). A Small, Medium, or Large humanoid slain by
these worms rises as a sword of Kyuss 1d6+4 rounds later. A Tiny or smaller creature
quickly putrefies, and a Huge or larger creature (or any non-humanoid creature)
becomes a normal zombie of the appropriate size. Newly created undead are not under
the overworm’s control.

Gear bracers of armor +4, headband of inspired wisdom +4
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 26; frequency 1/round for 6 rounds; effect 1d3 Wis damage;
cure 2 saves.
Suggestion (Su)
When in humanoid form, an avolakia can implant suggestions with its melodious and
hypnotic voice. By speaking soothingly to a single creature within 50 feet, the avolakia
can create an effect identical to that of a quickened suggestion spell (caster level 10th,
Will save DC 30). An opponent in eye contact suffers a –2 penalty on the saving throw.
An avolakia cleric can use this spell-like ability a number of times per day equal to its
Charisma modifier (eight times per day).

these two breath weapons back to back in successive rounds if it wishes. The save DC
for both breath weapons is Constitution-based.
Frightful Presence (Su)
When a wormdrake attacks, it exudes an aura of fear to a radius of 120 feet. All
creatures in this area must make a DC 29 Will save to avoid the effects of this fear.
Creatures with 12 Hit Dice or less are paralyzed with fear for 1d4 rounds, while those
with more Hit Dice are panicked for 1d4 rounds. Creatures who make the save are
shaken for 1d4 rounds. A creature can be affected by a wormdrake’s frightful presence
only once per encounter. This is a mind-affecting fear effect.
Summon Worms (Sp)
Once per day, a wormdrake may summon 1d4 purple worms and frost worms (in any
combination). Summoned worms obey the wormdrake’s telepathic commands, and
persist for 1 hour before vanishing.

If a balor strikes a Medium or smaller foe with its whip, the balor can immediately
attempt a grapple check without provoking an attack of opportunity. If the balor wins
the check, it draws the foe into an adjacent square. The foe gains the grappled condition,
but the balor does not.
Flaming Body (Su)
A balor's body is covered in dancing flames. Anyone striking a balor with a natural
weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a
balor or is grappled by one takes 6d6 points of fire damage each round the grapple
persists.
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains
the vorpal weapon quality. Weapons retain this quality for one hour after the balor
releases the weapon, but after this the weapon reverts to its standard magical qualities, if
any.
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and
can inflict lethal damage on a foe regardless of the foe's armor.

Focus (necromancy), Greater Vital Strike, Hover, Improved Initiative, Improved Natural
Attack (bite), Improved Vital Strike, Lightning Reflexes, Multiattack, Persistent Spell,
Power Attack (-10/+30;+20), Quicken Breath, Quicken Spell, Recover Breath, Spell
Focus (necromancy), Vital Strike
Skills Appraise +48, Bluff +56, Diplomacy +56, Fly +26, Intimidate +56, Knowledge
(arcana) +48, Knowledge (geography) +48, Knowledge (history) +48, Knowledge (the
planes) +48, Knowledge (religion) +48, Perception +47, Sense Motive +48, Spellcraft
+48, Use Magic Device +56
Languages Abyssal, Common, Draconic, Dwarven, Elven, Halfling, Giant, Gnome,
Goblin, Ignan, Infernal, Orc, Undercommon
SQ permanent spells, persistent spells, inherent bonuses, unholy toughness,
invulnerability
Gear amulet of mighty fists +5, bracers of armor +8, headband of alluring charisma
+6, ring of spell turning, 2 doses of ruby dust (each worth 1500 gp) for forcecage
spells, 4 diamonds (worth 25000 gp each) for wish spells
SPECIAL ABILITIES
Breath Weapons (Su)
Dragotha has two breath weapons. The first is a 60-foot long cone that deals 24d10 fire
damage (Reflex DC 44 half). The second is the death wind, a 60-foot cone of wind and
negative energy that functions as a tornado-force wind. All creatures in the area must
make a DC 30 Fortitude save. Large or smaller creatures are blown away while Huge
creatures are knocked down (larger creatures are unaffected by the short blast of wind).
Flying creatures are treated as one size category smaller than their actual size. Creatures
on the ground who are blown away are knocked prone and roll back 1d4×10 feet, taking
1d4 points of nonlethal damage per 10 feet. Flying creatures who are blown away are
blown back 2d6×10 feet and take 2d6 points of nonlethal damage. Worse, all creatures
in the area of Dragotha’s death wind (regardless of how the wind itself affected them)
take 24d10 points of negative energy damage; this damage heals undead in the area. A
creature slain by this damage has his corporeal body blasted apart by the wind and is
effectively disintegrated and a wraith (or a dread wraith, if the slain creature had 16 or
more Hit Dice) loyal to Dragotha appears in his place. Dragotha may use his fire breath
weapon at will, but may only use his death wind once per day. In any event, he must
wait 1d4 rounds between uses of his breath weapon. The save DC is Charisma-based.
Permanent Spells
Dragotha has arcane sight and see invisibility as permanent spell effects. He also shares
a permanent telepathic bond with Venk.
Persistent Spells
Dragotha casts divine favor (+3 to hit and damage), shield of faith (+5 deflection bonus
to AC), detect thoughts, mirror image (1d4+6 images), resist energy (acid, 30), and
resist energy (sonic, 30) every day as persistent spells. This effectively reduces the total
number of 7th-level spells he can cast each day by 2 and his 8th-level spells
by 4, and the effects of these spells are constant (and have been included, as appropriate,
in his statistics above).
Paralyzing Gaze (Su)
Paralyzed 2d6 rounds, range 40 feet, Fortitude DC 44 negates. If the saving throw is
successful, the victim is forever immune to his gaze.. The save DC is Charisma-based.
Fire Aura (Su)

Dragotha is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6
points of fire damage at the beginning of the dragon's turn.
Incinerate (Su)
Dragotha can incinerate creatures in its fiery breath. A creature reduced to fewer than 0
hit points by his breath weapon must make a Fortitude save (DC 44). Failure indicates
that the creature is reduced to ash. Creatures destroyed in this way can only be restored
to life through true resurrection or similar magic.
Manipulate Flames (Su)
Dragotha can control any fire spell within 120 feet as a standard action. This ability
allows him to move any fire effect in the area, as if he were the caster. This ability also
allows him to reposition a stationary fire effect, although the new placement must be
one allowed by the spell. Finally, for 1 round following the use of this ability, Dragotha
can control any new fire spell cast within his area of control, as if he were the caster. He
can make all decisions allowed to the caster, including canceling the spell if he so
desires.
Melt Stone (Su)
Dragotha can use its breath weapon to melt rock at a range of 100 feet, affecting a 60foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact
with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second,
and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this
ability as an avalanche that deals fire damage.
Smoke Vision (Ex)
Dragotha can see perfectly in smoky conditions (such as those created by pyrotechnics).
Inherent Bonuses
Dragotha has a +5 inherent bonus to his Strength, Dexterity, and Charisma scores.
Unholy Toughness (Ex)
Dragotha gains a bonus to his hit points equal to his 2 × his Hit Dice.

Focus (necromancy), Greater Vital Strike, Hover, Improved Initiative, Improved Natural
Attack (bite), Improved Vital Strike, Lightning Reflexes, Multiattack, Persistent Spell,
Power Attack (-10/+30;+20), Quicken Breath, Quicken Spell, Recover Breath, Spell
Focus (necromancy), Vital Strike
Skills Appraise +50, Bluff +58, Diplomacy +58, Fly +26, Intimidate +66, Knowledge
(arcana) +50, Knowledge (geography) +50, Knowledge (history) +50, Knowledge (the
planes) +50, Knowledge (religion) +50, Perception +57, Stealth +34, Sense Motive +50,
Spellcraft +50, Use Magic Device +58 Racial modifiers +8 Intimidate, Perception and
Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Halfling, Giant, Gnome,
Goblin, Ignan, Infernal, Orc, Undercommon
SQ permanent spells, persistent spells, inherent bonuses, unholy toughness
Gear amulet of mighty fists +5, bracers of armor +8, headband of alluring charisma
+6, ring of spell turning, 2 doses of ruby dust (each worth 1500 gp) for forcecage
spells, 4 diamonds (worth 25000 gp each) for wish spells
SPECIAL ABILITIES
Breath Weapons (Su)
Dragotha has two breath weapons. The first is a 60-foot long cone that deals 24d10 fire
damage and two negative levels (Reflex DC 44 half and 1 negative level).Each negative
level adds 1 hp to his Soul Ward ability. The second is the death wind, a 60-foot cone of
wind and negative energy that functions as a tornado-force wind. All creatures in the
area must make a DC 30 Fortitude save. Large or smaller creatures are blown away
while Huge creatures are knocked down (larger creatures are unaffected by the short
blast of wind). Flying creatures are treated as one size category smaller than their actual
size. Creatures on the ground who are blown away are knocked prone and roll back
1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures who
are blown away are blown back 2d6×10 feet and take 2d6 points of nonlethal damage.
Worse, all creatures in the area of Dragotha’s death wind (regardless of how the wind
itself affected them) take 24d10 points of negative energy damage; this damage heals
undead in the area. A creature slain by this damage has his corporeal body blasted apart
by the wind and is effectively disintegrated and a wraith (or a dread wraith, if the slain
creature had 16 or more Hit Dice) loyal to Dragotha appears in his place. Dragotha may
use his fire breath weapon at will, but may only use his death wind once per day. In any
event, he must wait 1d4 rounds between uses of his breath weapon. The save DC is
Charisma-based.
Permanent Spells
Dragotha has arcane sight and see invisibility as permanent spell effects. He also shares
a permanent telepathic bond with Venk.
Persistent Spells
Dragotha casts divine favor (+3 to hit and damage), detect thoughts, mirror image
(1d4+6 images), resist energy (acid, 30), and resist energy (sonic, 30) every day as
persistent spells. This effectively reduces the total number of 7th-level spells he can cast
each day by 2 and his 8th-level spells by 3, and the effects of these spells are constant
(and have been included, as appropriate, in his statistics above).
Cowering Fear (Su)
Any creature shaken by Dragotha’s frightful presence is cowering instead of shaken for
the first round of the effect, and shaken for the rest of the duration. Any creature that is
panicked by its frightful presence is instead cowering for the duration.

Soul Consumption (Su)
When a living creature within 30 feet of Dragotha dies, that creature’s soul is torn from
its body and pulled into Dragotha’s maw if the dying creature fails a Will save DC 44.
This adds a number of hit points to the Dragotha’s soul ward equal to the dead creature’s
Hit Dice. Creatures that have their souls consumed in this way can only be brought back
to life through miracle, true resurrection, or wish.
Thassilonian Ravener
Each time Dragotha casts a spell, he heals damage equal to twice the level of the spell
cast. If his soul ward is damaged, any healing Dragotha gains from casting spells applies
first to restoring hit points to his soul ward. If Dragotha casts a spell while both his soul
ward and his body are at full hit points, he becomes hasted for 1 round
Fire Aura (Su)
Dragotha is surrounded by an aura of intense heat. All creatures within 10 feet take 2d6
points of fire damage at the beginning of the dragon's turn.
Incinerate (Su)
Dragotha can incinerate creatures in its fiery breath. A creature reduced to fewer than 0
hit points by his breath weapon must make a Fortitude save (DC 44). Failure indicates
that the creature is reduced to ash. Creatures destroyed in this way can only be restored
to life through true resurrection or similar magic.
Manipulate Flames (Su)
Dragotha can control any fire spell within 120 feet as a standard action. This ability
allows him to move any fire effect in the area, as if he were the caster. This ability also
allows him to reposition a stationary fire effect, although the new placement must be
one allowed by the spell. Finally, for 1 round following the use of this ability, Dragotha
can control any new fire spell cast within his area of control, as if he were the caster. He
can make all decisions allowed to the caster, including canceling the spell if he so
desires.
Melt Stone (Su)
Dragotha can use its breath weapon to melt rock at a range of 100 feet, affecting a 60foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact
with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second,
and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this
ability as an avalanche that deals fire damage.
Smoke Vision (Ex)
Dragotha can see perfectly in smoky conditions (such as those created by pyrotechnics).
Inherent Bonuses
Dragotha has a +5 inherent bonus to his Strength, Dexterity, and Charisma scores.
Unholy Toughness (Ex)
Dragotha gains a bonus to his hit points equal to his 2 × his Hit Dice.

Once infested, the victim takes 1d6 points of damage per round for 1d4+1 rounds. At
the end of that period, the worms reach the host’s brain. While the worms are inside a
victim, a remove curse or remove disease effect destroys them, and a dispel evil or
neutralize poison effect delays their progress for 10d6 minutes. A successful DC 20
Heal check extracts the worms and kills them, although this check takes 1d3 rounds to
perform and the worms may reach the brain before the Heal check succeeds.
Once the worms reach the brain, the victim takes 2d4 points of Intelligence damage per
round until the worms are killed (by remove curse or remove disease) or they slay the
host (death occurs at 0 Intelligence). A Small, Medium, or Large humanoid slain by
these worms rises as a sword of Kyuss 1d6+4 rounds later. A Tiny or smaller creature
quickly putrefies, and a Huge or larger creature (or any non-humanoid creature)
becomes a normal zombie of the appropriate size. Newly created undead are not under
the overworm’s control.

Akasha's gifts: Once per round she can curse one opponent in sight (range 60 ft., -6
on attack rolls, damage rolls, and saves, 1 round, DC 30 Will save negates) as a free
action. She has an aura that affects all living creatures within 30 feet. Those who
look directly at her must succeed on a DC 30 Fortitude save or be blinded
permanently. Akasha can suppress or resume this ability as a free action.

Intelligence Drain (Su)
Anyone that is bitten by one of the Kyuss Knight's "eyes" takes 1d4 points of
Intelligence drain. The Kyuss Knight heals 5 points of damage each time it drains
Intelligence from a creature.
Martial Calling (Su)
A Kyuss knight gains a profane bonus equal to 1/4 of its Hit Dice on all melee weapon
attacks
Unholy Toughness (Ex)
A Kyuss Knight gains a bonus to its hit points equal to its Charisma modifier x its Hit
Dice.
Dark Blessing (Su)
A Kyuss Knight applies his Charisma modifier as a bonus on all saving throws.
Worm Healing (Su)
Kyuss Knights are healed by the horrid power caught in the writhing worms of Kyuss.
As a full-round action that provokes attacks of opportunity, a Kyuss Knight can
consume an adjacent wormswarm. This heals the Kyuss Knight of all damage and
removes any conditions removed by the heal spell. The wormswarm is completely
destroyed, but makes no move to defend itself from this consumption.

Initiative, Improved Natural Attack (bite), Power Attack (-6/+18), Great Fortitude,
Lightning Reflexes, Spell Focus (necromancy), Greater Spell Focus (necromancy),
Toughness, Vital Strike, Eschew MaterialsB, Spell penetration, Greater Spell
Penetration, Scribe ScrollB
Skills Intimidate +xx, Knowledge (arcana, dungeoneering, history, nature, religion, the
planes) +xx, Perception +xx, Spellcraft +xx
Languages Abyssal, Common, Draconic, Infernal, Undercommon
SQ necromantic acid, bloodline arcana (+1 DC when applying metamagic feat), arcane
bond, arcane apotheosis (apply metamagic feats without increasing casting time), new
arcana, school power (+2 DC necromancy).
SPECIAL ABILITIES
Apostolic Scrolls Enhancement (Su)
The apostle of Kyuss shimmers with a green light and permanently gains the benefits of
haste, shield of faith, and bull’s strength (caster level 20th). The effects of these spells
are constant and have been included, as appropriate, in his statistics above. Finally, an
ulgurstasta enhanced in this manner now creates spawn of Kyuss rather than skeletons
of any humanoid creature it swallows.
Breath Weapon (Su)
Once per day, 60 ft. cone, Reflex DC 39, 3d6 Constitution drain (or 1d6 Constitution
damage on a successful save). Any spawn of Kyuss inside the ulgurstasta is vomited up
as well, and immediately animate. The save DC is Charisma-based.
Necromantic Acid (Su)
A swallowed victim takes 1d8 points of Constitution drain each round he remains inside
the ulgurstasta. Upon death, a victim transforms into a spawn of Kyuss, but remains
dormant until the ulgurstasta vomits it up. When an ulgurstasta uses its breath weapon,
swallowed victims are not subject to this necromantic acid for 1 day.
Tendrils (Ex)
The millions of pores on an ulgurstasta’s body each contain a coiled, 40-foot-long hairthin tendril. When the creature is angered, these whipping tendrils are extended. This
storm of tendrils grants him immunity to nonmagical projectiles (like arrows) and deals
1d12 points of slashing damage each round to any creature within range. Creatures in
this area take a –2 penalty on attack rolls.
Spawn Skeletons (Su)
As a full-round action, an ulgurstasta can regurgitate dormant spawn of Kyuss. At any
one time, an ulgurstasta has 2d4 spawn of Kyuss of various sizes in its gut. These
undead obey the ulgurstasta’s mental commands without fail and can function in the
round after regurgitation. For 1d6 rounds after being vomited up, these spawn of Kyuss
are covered with necromantic acid. They deal 1 point of Constitution drain with each
successful attack in addition to other damage dealt.

A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot
radius. This aura functions as the spell desecrate and uses the graveknight's armor as an
altar of sorts to double the effects granted. The graveknight constantly gains the benefits
of this effect (including the bonus hit points, as this aura is part of the graveknight's
creation). In addition, this miasma of fell energies hinders the channeling of positive
energy. Any creature that attempts to summon positive energy in this area—such as
through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the
healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the
graveknight's Hit Dice + the graveknight's Charisma modifier (32). If the character fails,
the effect is expended but does not function.
Channel Destruction (Su)
Any weapon Loris wields seethes with energy, and deals an additional 5d6 points of fire
damage.
Worm Blast (Su)
Three times per day, Loris may unleash a blast of worms. The blast fills a 20-foot-radius
spread anywhere within a range of 1200 feet. This blast deals 20d6 points of damage
(Reflex DC 32 for half) and infests any creature that takes damage from this attack. An
infested character takes 6d6 points of damage for 1d4 rounds, then 2d6 Intelligence
damage per round until he is cured by remove disease or heal, or until he reaches an
Intelligence of 0, at which point he dies and rises as a free-willed favored spawn of
Kyuss (or a zombie if you don’t have access to this template).
Undead Mastery (Su)
As a standard action, Loris can attempt to bend any undead creature within 50 feet to his
will. The targeted undead must succeed at a Will save DC 32 or fall under the Loris'
control. This control is permanent for unintelligent undead; an undead with an
Intelligence score is allowed an additional save every day to break free from the
graveknight's control. A creature that successfully saves cannot be affected again by the
same graveknight's undead mastery for 24 hours. Loris can control 100 Hit Dice of
undead creatures. If the graveknight exceeds this number, the excess from earlier uses of
the ability becomes uncontrolled, as per animate dead.
Inherent Bonuses
Loris Raknian has a +5 inherent bonus to his Strength, Dexterity, and Charisma scores.
Flight (Su)
Loris Raknian's fly speed is supernatural in nature, functioning similarly to that granted
by a fly spell (CL 20th), save that it cannot be dispelled. This is gift from his patron,
Kyuss.
Summon Mount (Su)
Loris Raknian can summon a nightmare mount (10 HD, advanced template). If the
mount is lost or killed, he may summon another one after a year and a day.

If a balor strikes a Medium or smaller foe with its whip, the balor can immediately
attempt a grapple check without provoking an attack of opportunity. If the balor wins
the check, it draws the foe into an adjacent square. The foe gains the grappled condition,
but the balor does not.
Flaming Body (Su)
A balor's body is covered in dancing flames. Anyone striking a balor with a natural
weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a
balor or is grappled by one takes 10d6 points of fire damage each round the grapple
persists.
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains
the vorpal weapon quality. Weapons retain this quality for one hour after the balor
releases the weapon, but after this the weapon reverts to its standard magical qualities, if
any.
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and
can inflict lethal damage on a foe regardless of the foe's armor.
Lifedrinker (Su)
Whenever the balor lord slays a living foe, it receives the benefits of a heal spell (CL
20th). This ability can activate up to once per round.

he leaves the area of effect and re-enters. Dead bodies within the area of this mist
quickly become saturated with necromantic energy. A day after exposure to this mist, a
skeletal body rises as a free-willed skeleton, while fresher corpses rise as zombies. A
humanoid corpse affected by this mist instead rises as a spawn of Kyuss. Corpses of
creatures with 15 or more Hit Dice rise as favored spawn of Kyuss.
Breath Weapon (Su)
Once every 1d4 rounds, a broodfiend can exhale a 60-foot cone of noxious gray-brown
gas. All creatures in this area take 15d10 points of acid damage (Reflex DC 34 halves).
Additionally, any creature caught in this gas becomes poisoned:
Breath Weapon—injury; save Fort DC 34; frequency 1/round for 6 rounds; effect 1d4
Strength damage; cure 2 saves. The save DC is Constitution-based.
Intelligence Drain (Su)
Any creature bitten by a broodfiend automatically takes 1d8 points of Intelligence drain.
On a critical hit, this increases to 2d8 points of Intelligence drain. A creature drained to
0 Intelligence is immediately slain, rising in 1d4 rounds as a favored spawn of Kyuss
under the broodfiend’s control. The favored spawn of Kyuss template is detailed in issue
#336 of Dragon; if you don’t have access to this issue, the victim instead rises as a
zombie.

modifiers +8 Perception and Stealth
Languages Avolakia, Common, Draconic, Undercommon
SQ change shape (ghostly humanoid, alter self), defensive aura, death's embrace
Gear bracers of armor +4, headband of inspired wisdom +4
SPECIAL ABILITIES
Suggestion (Su)
When in ghostly humanoid form, an avolakia can implant suggestions with its
melodious and hypnotic voice. By speaking soothingly to a single creature within 50
feet, the avolakia can create an effect identical to that of a quickened suggestion spell
(caster level 10th, Will save DC 32). An opponent in eye contact suffers a –2 penalty on
the saving throw. An avolakia ghostpriest can use this spell-like ability a number of
times per day equal to its Charisma modifier (ten times per day).
Rejuvenation (Su)
A destroyed avolakia ghost restores itself in 2d4 days. The only way to truly destroy an
avolakia ghost is to destroy the Unlife Vortex.
Corrupting Gaze (Su)
The avolakia ghostpriest has a gaze attack with a range of 30 feet that causes 2d10
damage and 1d4 Charisma damage (Fortitude save DC 34 negates Charisma damage but
not physical damage).
Manifestation
All of these ghosts are manifested, and as long as the dimensional lock created by
Manzorian persists, they cannot deactivate this power.
Telekinesis (Su)
The avolakia ghostpriest can use telekinesis as a standard action once every 1d4 rounds
(caster level 25th).
Malevolence (Su)
Once per round, the avolakia ghostpriest can merge its body with a creature on the
Material Plane. This ability is similar to a magic jar spell (caster level 25th), except that
it does not require a receptacle. To use this ability, the ghost must be adjacent to the
target. The target can resist the attack with a successful Will save (DC 32). A creature
that successfully saves is immune to that same ghost's malevolence for 24 hours.

Swift Sundering (Su)
A nightwalker can make a sunder attempt as a swift action with one of its claws.
Searing Darkness (Sp)
Once every 1d4 rounds, the nightwalker can blast a distant creature with a dark ray of
negative energy. This ability works like a searing light spell (CL 23st), except that the
damage is due to negative energy. Th is attack heals undead, and such targets benefi t
from the greater damage normally dealt to undead by the searing light spell. The
nightwalker can use this ability on itself to heal damage.
Obscuring Energy (Su)
Black negative energy plays about the body of the nightwalker, obscuring its form and
providing it with concealment. Thus, attacks against it suffer a 20% miss chance, and it
can hide behind its energy “shield” when unobserved. This negative energy takes the
form of a black cloud and is thus easy to locate in normal light, but it still grants the
negative-energy-charged creature total concealment (50% miss chance) and allows it to
make an attack from hiding.

devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser
devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming
stationary and unable to move once the shaping begins. After a minute passes, the
lemures reform into the shape of a new lesser devil ready to follow the orders of the pit
fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit
fiend, most are hesitant to do so since they have no special control over a devil created
in this manner.
Disease (Su)
Devil Chills: Bite—injury; save Fort DC 34; onset immediate; frequency 1/day; effect
1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.
Poison (Ex)
Bite—injury; save Fort DC 34; frequency 1/round for 10 rounds; effect 1d6 Con
damage; cure 3 consecutive saves. The save DC is Constitution-based.
Tenacious Grapple (Ex)
Buldumech does not gain the grappled condition if it grapples a foe with his tail.
Hellfire Breath (Su)
Buldumech has a devastating breath weapon that he can use once every 1d4 rounds.
This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy
damage as per flame strike), Reflex save DC 34 for half damage. The save DC is
Constitution-based.

Languages Abyssal, Auran, Common, Draconic, Dwarven, Elven, Giant, Gnome,
Halfling, Infernal
SQ change shape
Gear amulet of mighty fists +5, cloak of resistance +5, headband of alluring charisma
+6, ring of protection +5, exquisite gown worth 12000 gp
SPECIAL ABILITIES
Cold Aura (Su)
Lashonna is surrounded by an aura of cold. All creatures within 5 feet take 1d6 points of
cold damage at the beginning of Lashonna's turn. She can suppress or activate this aura
at will as a free action.
Paralyzing Breath (Su)
Instead of a cone of cold, Lashonna can breathe a cone of paralyzing gas. Creatures
within the cone must succeed on a Fortitude save DC 42 or be paralyzed for 1d6+9
rounds.
Blood Drain (Su)
Lashonna can suck blood from a grappled opponent; if she establishes or maintains a
pin, she drains blood, dealing 1d4 points of Constitution damage. Lashonna heals 5 hit
points or gains 5 temporary hit points for 1 hour (up to a maximum number of
temporary hit points equal to its full normal hit points) each round it drains blood.
Charm (Su)
Lashonna’s voice can bewitch listeners. This requires a full-round action by Lashonna,
but any creature within 270 feet who can hear her voice must make a DC 42 Will save
or become charmed (as charm monster). The charm is immediately broken if she uses
her frightful presence within range of the charmed individual or makes an attack against
the charmed individual. She need not see her targets to use this power.
Domination (Su)
Lashonna can crush an opponent’s will just by looking into its eyes. This works
similarly to a gaze attack except Lashonna must use a standard action; those merely
looking at her aren’t affected. The target can resist with a DC 42 Will save, otherwise he
falls under her influence as though by a dominate monster spell (caster level 18th). This
ability has a range of 120 feet.
Change Shape (Su)
Lashonna can assume any animal or humanoid form 3/day as if using polymorph.
Cloudwalking (Su)
Lashonna can tread on clouds or fog as though on solid ground.
Graceful Flight (Ex)
Lashonna's aerial maneuverability is one step better than normal.

Inherent Bonuses
Lashonna has a +5 inherent bonus to her Strength, Dexterity, and Charisma scores.
Fog Vision (Ex)
Lashonna can see perfectly well in fog and clouds.
Energy Drain (Su)
A living creature hit by Lashona’s claw attack gains one negative level.
Create Spawn (Su)
A humanoid or monstrous humanoid slain by Lashonna’s energy drain becomes a
vampire spawn in 1d4 rounds. A victim reduced to 0 Constitution by her blood drain
becomes a vampire spawn if it had 4 or fewer Hit Dice, or a vampire if it had more. In
either case, the new vampire or spawn is under Lashonna’s command and remains
enslaved until her death. An adult or older dragon slain by her blood drain returns as a
vampiric dragon; young adult or younger dragons (or any dragon slain by her energy
drain) rise as mindless zombie dragons.
Fast Healing (Ex)
Lashonna heals 5 hit points of damage each round so long as she has at least 1 hit point.
If reduced to 0 hit points or lower, she assumes gaseous form (fly speed 40 feet,
otherwise as the spell) and attempts to escape. She must reach her hoard within 2 hours
or be utterly destroyed. Once at rest upon her hoard, she rises to 1 hit point after 1 hour,
then resumes healing at the rate of 5 hit points per round.
Vampiric Weaknesses (Ex)
Direct sunlight slows Lashonna, allowing her only a single standard or move action
each round. She can survive exposure to direct sunlight for 9 rounds, after which she is
utterly destroyed. Driving a wooden stake through her heart slays her as well. She is not
injured by immersion in water, nor is she repelled by garlic or mirrors and can freely
cross running water. She can’t enter a home unless invited.

Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an
animate rope spell (CL 16th, DC 26). An erinyes can hurl its rope 30 feet with no range
penalty. An erinyes's rope functions only for the erinyes who made it and no other. The
save DC is Dexterity-based.
Mortal Hunter (Ex)
The blessed angels only have mortals as their favored enemy. They cannot select a
different favored enemy when advancing as rangers, but the mortals' bonus increases by
+2 at 5th level and every five levels thereafter. “Mortals” are any creature that aren’t
outsiders, undead, constructs or fey.
Detect Mortals (Su)
This ability duplicates the effect of detect undead cast by a 15th-level caster, except that
mortals are detected.
Smite Mortals (Su)
Once per day, the mortal hunter may smite a mortal creature. As a swift action, the
mortal hunter chooses one target within sight to smite. If this target is a mortal, the
mortal hunter adds its Charisma bonus (+7) to attack rolls and gains a damage bonus
equal to its HD (+18) against that foe. This effect persists until the target is dead or the
mortal hunter rests.
Spurn Mortal Magic (Su)
A Blessed Angel applies its Wisdom modifier (+7) as an additional bonus on all saving
throws against spells and spell-like abilities used by mortals.

Intelligence Drain (Su)
Anyone that is bitten by one of the Maralee's "eyes" takes 1d4 points of Intelligence
drain. Maralee heals 5 points of damage each time she drains Intelligence from a
creature.
Martial Calling (Su)
Maralee gains a profane bonus equal to 1/4 of its Hit Dice on all melee weapon attacks
Unholy Toughness (Ex)
Maralee gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
Dark Blessing (Su)
Maralee applies his Charisma modifier as a bonus on all saving throws.
Worm Healing (Su)
Kyuss Knights are healed by the horrid power caught in the writhing worms of Kyuss.
As a full-round action that provokes attacks of opportunity, a Kyuss Knight can
consume an adjacent wormswarm. This heals the Kyuss Knight of all damage and
removes any conditions removed by the heal spell. The wormswarm is completely
destroyed, but makes no move to defend itself from this consumption

create magic items, necromatic prowess (+4), portfolio sense, remote sensing,
spontaneous casting, summon familiar, teleportation
Gear Mace of Kyuss (+5 vorpal unholy vicious executioner's mace), Cowl of the
Wormgod (+6 enhancement bonus to Int, Wis and Cha scores; +5 resistance bonus to
saving throws; +8 armor bonus to AC)
SPECIAL ABILITIES
Automatic Actions (Su)
Kyuss can make up to two skill checks per round as a free action, provided the skill
checks are associated in some way with the creation of undead, worms, or decaying or
corrupting flesh.
Automatic Metamagic (Su)
As a free action, Kyuss can apply the Quicken Spell Feat to his cleric spells. A spell
altered by the use of this ability does not use up a higher-level slot. Combined with his
Multispell Feat, Kyuss can cast three quickened clerical spells each round. These spells
have +1 to their DC due to Kyuss' bloodline arcana. This is a Salient Divine Ability
Create Magic Items (Su)
Kyuss can create magic items related to his portfolio without any requisite item feat,
provided he possesses all other prerequisites for the item. The item’s cost and creation
time is unchanged, and cannot be worth more than 4,500 gp. When he creates magic
arms and armor and wondrous items, the cost in gold and creation times are halved.
Create Spawn (Su)
Once per round as a free action, Kyuss can transfer a worm to an opponent whenever he
hits with a melee attack. Alternately, he may do so as a ranged touch attack, hurling a
worm at a foe up to 100 feet away. Each worm is a Fine vermin with AC 10 and 1 hit
points that can be killed by damage or the touch of silver. On Kyuss’ next action, the
worm burrows into its host’s flesh. Natural armor is no defense against a burrowing
worm. The worm burrows into the victim’s brain immediately, where it deals 2d4 points
of Intelligence damage per round until it is either killed or it slays its host (death occurs
at 0 Intelligence). A creature slain by a worm immediately rises as a favored spawn of
Kyuss.
Discorporate (Ex)
If gravely threatened, Kyuss can discorporate as a free action, simply falling into a pile
of individual vermin that slither quickly away. So long as any of the component vermin
survive, they can breed and create a new body to house the god’s intelligence and
personality. Discorporating is a dangerous tactic, because once separated, the vermin are
treated no differently than other vermin. Also, Kyuss stands a good chance of losing all
his equipment. However, discorporation almost assures that at least one maggot (if not
dozens) will manage to crawl away, and so provide for Kyuss’ continued existence.
Divine Aura (Ex)
Any non-divine creature within 10 feet of Kyuss must make a DC 27 Will save to resist
his Divine Aura. Kyuss can reduce the radius of this emanation as a free action. He can
choose any of the following effects to apply to his divine aura, and can change them as a
free action. He can daze affected beings, cause them to become shaken (or frightened),
or he can impart a +4 morale bonus on attack rolls, saves, and checks to his allies while
his enemies receive a –4 penalty on the same. A character who makes this save is

immune to Kyuss’ divine aura for one day. The save DC is Charisma-based. This is a
mind-affecting ability.
Divine Blast (Su)
As a standard action, Kyuss can create a ray of writhing worms to a range of one mile,
making a ranged touch attack to hit a target. Creatures struck take 17d12 points of
damage (this damage drops by 1d12 for every 2 points of Charisma Kyuss loses).
Damage from this blast is not subject to damage reduction, energy resistance, or other
similar defenses. The divine blast destroys any wall of force, prismatic wall, or
prismatic sphere it hits. The ray itself is unaffected and can strike a target behind the
wall of force or prismatic effect. This is a Salient Divine Ability.
Divine Rank 1
Kyuss does not automatically fail on a natural attack roll of 1, or on a natural saving
throw of 1. He gains a divine bonus equal to his divine rank on attack rolls, saving
throws, skill checks, ability checks, caster level checks, rebuke undead checks, and
caster level for his divine spell-like abilities. All of Kyuss’ attacks are considered to be
epic, chaotic and evil for the purposes of damage reduction. Kyuss is not subject to
death from massive damage, nor does he age, eat, sleep, or breathe. He has two Salient
Divine Abilities: Automatic Metamagic (Quicken Spell) and Divine Blast. A salient
divine ability functions normally within an antimagic field, and is never subject to spell
resistance.
Engulf (Ex)
Kyuss can choose to engulf any Large or smaller opponent; treat this as a secondary
attack. He must make a melee touch attack. If successful, the victim is swallowed up
and surrounded by Kyuss worms, taking 20d10 points of damage and 3d6 Intelligence
drain. A successful DC 39 Reflex save halves the damage taken and prevents the
Intelligence drain. An engulfed creature can escape being engulfed by taking a fullround action to break free and move up to half its speed away if desired, but can do
nothing else. Otherwise, each round the victim remains embraced, he takes another
20d10 points of damage and 3d6 Intelligence drain. A creature slain or reduced to 0
Intelligence by this attack immediately transforms into a favored spawn of Kyuss (see
Dragon #336). Kyuss can engulf only one target at a time, regardless of the target’s size.
Familiar
Kyuss can treat any of his spawn, monstrous worms, or avolakia as his familiar, as long
as that creature is within a mile. This applies to only one creature at a time, but Kyuss
can switch between one creature and another instantaneously.
Frightful Presence (Su)
When Kyuss engulfs a victim, witnesses must make a DC 41 Will save. Those who
make the save are shaken. Those who fail by 5 or fewer points are frightened. Those
who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are
cowering. All of these conditions last for 1d4 rounds. Those who have already seen the
engulf attack gain a +5 bonus on the save, but the current victim of the engulf attack
take a –5 penalty on this save.
Ignore Hardness (Ex)
Once a day, Kyuss can attack an object and ignore its hardness rating.
Necromantic Prowess (Ex)

Kyuss’s effective caster level gains a +4 bonus when he rebukes undead, casts a
necromancy spell, or uses a spell-like ability that mimics a necromancy spell.
Necromantic Prowess (Ex)
Kyuss’s effective caster level gains a +4 bonus when he rebukes undead, casts a
necromancy spell, or uses a spell-like ability that mimics a necromancy spell.
Portfolio Sense (Su)
Kyuss automatically senses any event related to the creation of undead, worms, decay,
or the corruption of flesh that involves one thousand or more people. When he senses
such events, he merely knows that the event is occurring and where it is; he receives no
sensory information about the event until he uses remote sensing to observe it.
Remote Communication (Su)
As a standard action, Kyuss can speak to any of his worshipers or to any other creature
within a mile of where he can use remote sensing. This can be a telepathic message only
one creature can hear or a great booming voice. All characters who receive these
communications find their ears, hair, and clothes to be suddenly infested with disgusting
(but harmless) green worms. This ability can cross planar boundaries.
Remote Sensing (Su)
As a standard action, Kyuss can perceive everything within a radius of one mile around
any of his worshipers, holy sites, or other objects or locales sacred to him. He may also
center this supernatural effect on any place where someone speaks his name, for up to 1
hour after the name is spoken, and at any location when an event related to the creation
of undead, decaying bodies, worms, or unholy corruption of the flesh occurs. This
ability can cross planes and penetrate any mortal barrier, but cannot penetrate areas
blocked by more powerful deities. Remote sensing is not fooled by misdirection,
nondetection, or similar spells, and does not create a magical sensor that other creatures
can detect. Kyuss can still sense what’s going on nearby when he uses this ability, and
may observe up to two remote locations at once.
Spontaneous Casting (Ex)
Kyuss can spontaneously cast any cleric spell. His prepared cleric spells are still listed
above, in the event that he drops to divine rank 0 (and thus may only cast prepared
spells).
Teleportation (Sp)
Outside of Manzorian’s dimensional lock, Kyuss can use greater teleport as a spell-like
ability at will, at caster level 20th. He can transport up to 100 pounds of objects with
him when he teleports.
Zone of Desecration (Su)
Kyuss exudes a 140-foot-radius zone identical to the effects of desecrate, except that it
affects only allied undead.

one time, an ulgurstasta has 2d4 skeletons of various sizes in its gut. These undead obey
the ulgurstasta’s mental commands without fail and can function in the round after
regurgitation. For 1d6 rounds after being vomited up, these skeletons are covered with
necromantic acid. They deal 1 point of Constitution drain with each successful attack in
addition to other damage dealt.

Darkvision 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su) Against attacks made or effects created by evil creatures,
this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on
saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a
magic circle against evil effect and a lesser globe of invulnerability, both with a
radius of 20 feet (caster level equals angel's HD). The defensive benefits from
the circle are not included in an angel's statistics block.
Truespeech (Su) All angels can speak with any creature that has a language, as
though using a tongues spell (caster level equal to angel's Hit Dice). This ability
is always active.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from
precision-based attacks, such as sneak attack.
Elementals do not breathe, eat, or sleep.

Desert Wind (Su)
A juvenile or older brass dragon can call up the desert wind to serve him. This functions
as gust of wind, but any creature in its path must make a Fortitude save (DC 28) or be
blinded for 1d4 rounds by the sand.
Move Sand (Su)
A young or older brass dragon can move sand to excavate ruins or hide treasures. This
functions as move earth, but it only affects sand. The dragon uses his HD in place of his
caster level for this effect. This is equivalent to a 5th-level spell.
Sleep Breath (Su)
Instead of a line of fire, a brass dragon can breathe a 40 ft. cone of sleep gas. Creatures
within the cone must succeed on a Will save or fall asleep for 1d6+7 rounds.

Constructed (Ex): Although inevitables are living outsiders, their bodies are
constructed of physical components, and in many ways they function as constructs.
For the purposes of effects targeting creatures by type (such as a ranger’s favored
enemy and bane weapons), inevitables count as both outsiders and constructs. They
are immune to death effects, disease, mind-affecting effects, necromancy effects,
paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless
the effect also works on objects, or is harmless). Inevitables are not subject to
nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
They are not at risk of death from massive damage. They have bonus hit points as
Constructs of their size.
Saves: An inevitable’s good saving throws are Fortitude and Will.
Skills: In addition to the class skills all outsiders have, inevitables have Acrobatics,
Diplomacy, Intimidate, and Survival as class skills.
Regeneration (Ex): Inevitables have regeneration/chaotic. The regeneration amount
varies by the type of inevitable.
Truespeech (Su): An inevitable can speak with any creature that has a language, as
if using a tongues spell (caster level 14th). This ability is always active.

Spells
A couatl casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as
well as those normally available to a sorcerer. Cleric spells are considered arcane spells
for a couatl, meaning that the creature does not need a divine focus to cast them.
Poison (Ex)
Injury—bite; save Fortitude DC 22; frequency 1/minute for 10 minutes; effect 1d4
Strength; cure 2 consecutive saves. The DC is Constitution-based.